Fast catch is about speed: how long does it take you to make five throws and catches. For this event a fast boomerang is used and the thrower starts in the bullseye and throws. The boomerang must travel 20 meters and be caught to count. Once caught the boomerang may be thrown again from the bullseye. Time starts on the first throw and stops after reaching the bulleye after five catches. Each thrower with have two rounds with the fastest time being scored. Accuracy and speed combine for the fastest time.
Records:
USA
Men: Adam Rufh, 14.60 seconds
Women: Betsylew Miale-Gix, 17.81 seconds
World
Men: Manuel Schuetz (Switzerland), 14.07 seconds
Women: Betsylew Miale-Gix (USA), 17.81 seconds
Fast Catch Rules
Timed Event
- Best: Shortest Time
Circles
- Contested on circles of 20m radius (which also contains 2m radius circle). See Figure 3.
- One (1) thrower throws at a time. Every thrower has 2 turns. If multiple circles are present, each turn must be in a different circle.
Required for score
- 20m range flight.
- Legal throw from inside the 2m circle.
- Legal catch on a legal throw.
- The time span for 5 legal catches and the time to return to the 2m circle (if applicable) is timed.
- Only 1 boomerang may be used at a given time. If a thrower wants to change boomerangs, the boomerang being replaced or substantial part of it must be returned to the 2m circle before throws with a another boomerang may be made.
- Time limit is 1 minute. If 5 legal catches are not made before the time limit has elapsed, the number of legal catches is the score. If the boomerang is in the air at 1 minute and then caught, the catch counts. If the catch is the 5th catch, the time is given as the score.
Scoring
- Time from the release of the 1st throw to the moment when the thrower makes the 5th catch inside the 2m circle or touches the 2m circle if the 5th catch was made outside the 2m circle.
- Official score is the shorter time of the 2 rounds. If a time is not obtained, the official score is the higher number of catches made of the 2 rounds.
Round
- The event includes 1 round of 2 turns for each thrower.
- At the signal of the circle judge, it becomes the next thrower’s turn. He has 15 seconds to make the first throw.
Warm Up
- No practice throws once the warm up is over.
- Each thrower has a 1 minute warm up in the 2m circle prior to the start of the round. The timed warm up starts as soon as the circle judge signals that the circle is clear. The thrower(s) may start their round prior to the completion of the 1 minute warm up if desired.
Re-throws
- Re-throws are made at the end of the round for the thrower’s group. If a re-throw is required on the first round the re-throw must take place prior to the second round.
Officials per circle
- May be competitors.
- 1 circle judge.
- At least 3 range stewards.
- 3 official timers (may be center judge or range stewards). More timers may be used but are alternates and official only in the event of a timing error by one of the 3 official timers.